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        <h1>Custom Recipes</h1>
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    <div id="body">
        <nav role="navigation">
            <h2>Navigation</h2>
            <ul>
                <li><a href="#introduction">Introduction</a></li>
                <li><a href="#auto-generation">Auto-Generation</a></li>
                <li><a href="#modification">Recipe Modification</a></li>
                <ul>
                    <li><a href="#item-references">Item References</a></li>
                    <li><a href="#recipe-types">Recipe Types</a></li>
                    <ul>
                        <li><a href="#shapeless">Shapeless</a></li>
                        <li><a href="#spahed">Shaped</a></li>
                        <li><a href="#smelt">Smelt</a></li>
                        <li><a href="#grind">Grind</a></li>
                        <li><a href="#grindfz">Grindfz</a></li>
                        <li><a href="#mekcrusher">Mekcrusher</a></li>
                        <li><a href="#mekechamber">Mekechamber</a></li>
                        <li><a href="#hccrusher">Hccrusher</a></li>
                        <li><a href="#crusher">Crusher</a></li>
                        <li><a href="#macerator">Macerator</a></li>
                        <li><a href="#pulverizer">Pulverizer</a></li>
                        <li><a href="#inscribe">Inscribe</a></li>
                        <li><a href="#press">Press</a></li>
                    </ul>
                    <li><a href="#recipe-function">Recipe Function</a></li>
                    <ul>
                        <li><a href="#alias">Alias</a></li>
                        <li><a href="#ore">Ore</a></li>
                        <li><a href="#group">Group</a></li>
                        <li><a href="#import">Import</a></li>
                    </ul>
                </ul>
            </ul>
        </nav>

        <h2 id="introduction">Introduction</h2>
        <p>This file is the README of Applied Energistics 2 for Custom Recipes. Applied Energistics 2 is extremely configurable and supports 100% customize-able
            recipes if desired. This page will direct you on how to get started. The entry file for the recipe system is <code>index.recipe</code>.</p>

        <h2 id="auto-generation">Auto-Generation</h2>
        <p>AE2 will generate 2 folders in your AE2 configuration folder <code>config/AppliedEneristics2/</code>. One is <code>generated-recipes/</code> and the
            other is <code>user-recipes/</code>. Recipes will be automatically exported from AE2 into <code>generated-recipes/</code> on every start-up
            containing always the latest valid recipes. </p>
        <blockquote>
            You require file system permissions to generate the folders. Recipes will be loaded directly from AE2 if user has no permissions.
        </blockquote>


        <h2 id="recipe-modification">Recipe Modification</h2>
        <p>You can modify the recipes by copying over the recipes from <code>generated-recipes/</code> into <code>user-recipes/</code>. You do <b>not</b> need
            to copy over all files, but the ones you will be changing. AE2 will prefer loading a user recipe if one would replace a generated recipe.</p>
        <p>That way changed recipes by us are not overwriting your modified files.</p>

        <h3 id="item-references">Item References</h3>
        <p>In Minecraft each item is referenced by a namespace and a name, for example all of minecrafts items use the namespace <code>minecraft</code>. A glass
            block would be <code>minecraft:glass</code>.</p>
        <p>The recipe system also exposes access to the oredictionary via a namespace, so you can use <code>oredictionary:glass</code> to use any type of glass.
        </p>

        <h3 id="recipe-types">Recipe Types</h3>
        <p>Different recipe types are there to interface with specific machines or mods. Use a <code>,</code> to add a new row to the recipe.</p>

        <h4 id="shapeless">Shapeless</h4>
        <ul>
            <li>crafted in a minecraft crafting table</li>
            <li>can take any shape as long as the inputs are correct</li>
            <li>takes up to 9 items as input</li>
            <li>outputs a single item as output, optionally with quantity</li>
            <li>Example: <code>Log -> Planks</code> recipe</li>
            <li>
                AE2: <br/>
                <code>shapeless = minecraft:log -> 4 minecraft:planks</code>
            </li>
        </ul>

        <h4 id="shaped">Shaped</h4>
        <ul>
            <li>crafted in a minecraft crafting table</li>
            <li>requires the specific shape</li>
            <li>takes up to 9 items as input</li>
            <li>outputs a single item as output, optionally with quantity</li>
            <li>Example: <code>8 Cobblestone -> Furnace</code> recipe</li>
            <li>
                AE2:
                <pre>shaped =
    minecraft:cobblestone minecraft:cobblestone minecraft:cobblestone,
    minecraft:cobblestone _                     minecraft:cobblestone,
    minecraft:cobblestone minecraft:cobblestone minecraft:cobblestone
    -> minecraft:furnace</pre>
            </li>
        </ul>

        <h4 id="smelt">Smelt</h4>
        <ul>
            <li>items to be burned in furnaces</li>
            <li>takes 1 item as input</li>
            <li>takes 1 item as output, optionally with quantity</li>
            <li>Example: <code>Log -> Charcoal</code> recipe</li>
            <li>
                AE2: <br/>
                <code>smelt = minecraft:log -> minecraft:coal:1</code>
            </li>
        </ul>

        <h4 id="grind">Grind</h4>
        <ul>
            <li>items to be grinded in the grindstone</li>
            <li>takes 1 item as input</li>
            <li>takes 1 item as output, optionally with quantity</li>
            <li>Example: <code>Gravel -> Flint</code> recipe</li>
            <li>
                AE2: <br/>
                <code>grind = minecraft:gravel -> minecraft:flint</code>
            </li>
        </ul>

        <h4 id="grindfz">Grindfz</h4>
        <p>Same as <code>grind</code> for Factorization Grinder</p>

        <h4 id="mekcrusher">Mekcrusher</h4>
        <p>Same as <code>grind</code> for Mekanism Crusher</p>

        <h4 id="mekechamber">Mekechamber</h4>
        <p>Same as <code>grind</code> for Mekanism Enrichment Chamber</p>

        <h4 id="hccrusher">Hccrusher</h4>
        <p>Same as <code>grind</code> for HydrauliCraft Crusher</p>

        <h4 id="crusher">Crusher</h4>
        <p>Same as <code>grind</code> for RailCraft Crusher</p>

        <h4 id="macerator">Macerator</h4>
        <p>Same as <code>grind</code> for IndustrialCraft Macerator</p>

        <h4 id="pulverizer">Pulverizer</h4>
        <p>Same as <code>grind</code> for Thermal Expansion Pulverizer</p>

        <h4 id="inscribe">Inscribe</h4>
        <ul>
            <li>used in the AE2 Inscriber</li>
            <li>takes 2 or 3 items as input, first item is the center item</li>
            <li>takes 1 item as output, optionally with quantity</li>
            <li>center item is consumed</li>
            <li>
                Example: duplicate logic processor plate <br/>
                <code>Iron Block + Logic Processor Plate -> Logic Processor Plate</code>
            </li>
            <li>
                AE2:
                <pre>inscribe =
    minecraft:iron_block
    appliedenergistics2:ItemMaterial.LogicProcessorPress
    -> appliedenergistics2:ItemMaterial.LogicProcessorPress</pre>
            </li>
        </ul>

        <h4 id="press">Press</h4>
        <ul>
            <li>used in the AE2 Inscriber</li>
            <li>takes 2 or 3 items as input, first item is the center item</li>
            <li>takes 1 item as output, optionally with quantity</li>
            <li>all items are consumed</li>
            <li>
                Example: create logic processor <br/>
                <code>Redstone + logic processor print + silicon print -> logic processor</code>
            </li>
            <li>
                AE2:
                <pre>press =
    minecraft:redstone
    appliedenergistics2:ItemMaterial.LogicProcessorPrint
    appliedenergistics2:ItemMaterial.SiliconPrint
    -> appliedenergistics2:ItemMaterial.LogicProcessor</pre>
            </li>
        </ul>

        <h3 id="recipe-function">Recipe Function</h3>
        <p>Adds convenience for easier recipe management.</p>

        <h4 id="alias">Alias</h4>
        <ul>
            <li>creates a shorthand for a longer value</li>
            <li>
                AE2: alias <code>appliedenergistics2</code> to <code>ae2</code><br/>
                <code>alias = ae2 -> appliedenergistics2</code>
            </li>
            <li><code>appliedenergistics2:ItemMaterial.LogicProcessorPrint</code> could be aliased to <code>ae2:ItemMaterial.LogicProcessorPrint</code></li>
        </ul>

        <h4 id="ore">Ore</h4>
        <ul>
            <li>lets you add items into an ore dictionary value.</li>
            <li>
                AE2: add minecraft wool to OreDictionary as <code>blockWool</code><br/>
                <code>ore = minecraft:wool:* -> blockWool</code>
            </li>
            <li>oredictioned items can be accessed as <code>oredictionary:blockWool</code> for example</li>
        </ul>

        <h4 id="group">Group</h4>
        <ul>
            <li>lets you create a item group for 1 or more inputs</li>
            <li>
                Example: define a common group for both different AE2 interfaces<br/>
                <code>Block Interface + Part Interface = Interface</code>
            </li>
            <li>
                AE2: <br/>
                <code>group = ae2:BlockInterface ae2:ItemPart.Interface -> interface</code>
            </li>
            <li>
                This also enables shortening annoying names for example<br/>
                <code>group = ae2:ToolNetherQuartzWrench -> wrench</code>
            </li>
        </ul>

        <h4 id="import">Import</h4>
        <ul>
            <li>lets you load an additional recipe file</li>
            <li>this works with subdirectories, but the path needs to be always a relative path to the root recipe directory</li>
            <li>
                AE2: import all recipes for stairs<br/>
                <code>import = stairs.recipe</code>
            </li>
            <li>Any knowledge through <code>alias, ore, group</code> are carried over to the imported file</li>
        </ul>

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